tge/engine/game/rigid.cc
2017-04-17 06:17:10 -06:00

350 lines
9.4 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/rigid.h"
#include "console/console.h"
//----------------------------------------------------------------------------
Rigid::Rigid()
{
force.set(0.0f,0.0f,0.0f);
torque.set(0.0f,0.0f,0.0f);
linVelocity.set(0.0f,0.0f,0.0f);
linPosition.set(0.0f,0.0f,0.0f);
linMomentum.set(0.0f,0.0f,0.0f);
angVelocity.set(0.0f,0.0f,0.0f);
angMomentum.set(0.0f,0.0f,0.0f);
angPosition.identity();
invWorldInertia.identity();
centerOfMass.set(0.0f,0.0f,0.0f);
worldCenterOfMass = linPosition;
mass = oneOverMass = 1.0f;
invObjectInertia.identity();
restitution = 0.3f;
friction = 0.5f;
atRest = false;
}
void Rigid::clearForces()
{
force.set(0.0f,0.0f,0.0f);
torque.set(0.0f,0.0f,0.0f);
}
//-----------------------------------------------------------------------------
void Rigid::integrate(F32 delta)
{
// Update Angular position
F32 angle = angVelocity.len();
if (angle != 0.0f) {
QuatF dq;
F32 sinHalfAngle;
mSinCos(angle * delta * -0.5f, sinHalfAngle, dq.w);
sinHalfAngle *= 1.0f / angle;
dq.x = angVelocity.x * sinHalfAngle;
dq.y = angVelocity.y * sinHalfAngle;
dq.z = angVelocity.z * sinHalfAngle;
QuatF tmp = angPosition;
angPosition.mul(tmp, dq);
angPosition.normalize();
// Rotate the position around the center of mass
Point3F lp = linPosition - worldCenterOfMass;
dq.mulP(lp,&linPosition);
linPosition += worldCenterOfMass;
}
// Update angular momentum
angMomentum = angMomentum + torque * delta;
// Update linear position, momentum
linPosition = linPosition + linVelocity * delta;
linMomentum = linMomentum + force * delta;
linVelocity = linMomentum * oneOverMass;
// Update dependent state variables
updateInertialTensor();
updateVelocity();
updateCenterOfMass();
}
void Rigid::updateVelocity()
{
linVelocity.x = linMomentum.x * oneOverMass;
linVelocity.y = linMomentum.y * oneOverMass;
linVelocity.z = linMomentum.z * oneOverMass;
invWorldInertia.mulV(angMomentum,&angVelocity);
}
void Rigid::updateInertialTensor()
{
MatrixF iv,qmat;
angPosition.setMatrix(&qmat);
iv.mul(qmat,invObjectInertia);
qmat.transpose();
invWorldInertia.mul(iv,qmat);
}
void Rigid::updateCenterOfMass()
{
// Move the center of mass into world space
angPosition.mulP(centerOfMass,&worldCenterOfMass);
worldCenterOfMass += linPosition;
}
void Rigid::applyImpulse(const Point3F &r, const Point3F &impulse)
{
atRest = false;
// Linear momentum and velocity
linMomentum += impulse;
linVelocity.x = linMomentum.x * oneOverMass;
linVelocity.y = linMomentum.y * oneOverMass;
linVelocity.z = linMomentum.z * oneOverMass;
// Rotational momentum and velocity
Point3F tv;
mCross(r,impulse,&tv);
angMomentum += tv;
invWorldInertia.mulV(angMomentum, &angVelocity);
}
//-----------------------------------------------------------------------------
/** Resolve collision with another rigid body
Computes & applies the collision impulses needed to keep the bodies
from interpenetrating.
tg: This function was commented out... I uncommented it, but haven't
double checked the math.
*/
bool Rigid::resolveCollision(const Point3F& p, const Point3F &normal, Rigid* rigid)
{
atRest = false;
Point3F v1,v2,r1,r2;
getOriginVector(p,&r1);
getVelocity(r1,&v1);
rigid->getOriginVector(p,&r2);
rigid->getVelocity(r2,&v2);
// Make sure they are converging
F32 nv = mDot(v1,normal);
nv -= mDot(v2,normal);
if (nv > 0.0f)
return false;
// Compute impulse
F32 d, n = -nv * (1.0f + restitution * rigid->restitution);
Point3F a1,b1,c1;
mCross(r1,normal,&a1);
invWorldInertia.mulV(a1,&b1);
mCross(b1,r1,&c1);
Point3F a2,b2,c2;
mCross(r2,normal,&a2);
rigid->invWorldInertia.mulV(a2,&b2);
mCross(b2,r2,&c2);
Point3F c3 = c1 + c2;
d = oneOverMass + rigid->oneOverMass + mDot(c3,normal);
Point3F impulse = normal * (n / d);
applyImpulse(r1,impulse);
impulse.neg();
applyImpulse(r2,impulse);
return true;
}
//-----------------------------------------------------------------------------
/** Resolve collision with an immovable object
Computes & applies the collision impulse needed to keep the body
from penetrating the given surface.
*/
bool Rigid::resolveCollision(const Point3F& p, const Point3F &normal)
{
atRest = false;
Point3F v,r;
getOriginVector(p,&r);
getVelocity(r,&v);
F32 n = -mDot(v,normal);
if (n >= 0.0f) {
// Collision impulse, straight forward force stuff.
F32 d = getZeroImpulse(r,normal);
F32 j = n * (1.0f + restitution) * d;
Point3F impulse = normal * j;
// Friction impulse, calculated as a function of the
// amount of force it would take to stop the motion
// perpendicular to the normal.
Point3F uv = v + (normal * n);
F32 ul = uv.len();
if (ul) {
uv /= -ul;
F32 u = ul * getZeroImpulse(r,uv);
j *= friction;
if (u > j)
u = j;
impulse += uv * u;
}
//
applyImpulse(r,impulse);
}
return true;
}
//-----------------------------------------------------------------------------
/** Calculate the inertia along the given vector
This function can be used to calculate the amount of force needed to
affect a change in velocity along the specified normal applied at
the given point.
*/
F32 Rigid::getZeroImpulse(const Point3F& r,const Point3F& normal)
{
Point3F a,b,c;
mCross(r,normal,&a);
invWorldInertia.mulV(a,&b);
mCross(b,r,&c);
return 1 / (oneOverMass + mDot(c,normal));
}
F32 Rigid::getKineticEnergy()
{
Point3F w;
QuatF qmat = angPosition;
qmat.inverse();
qmat.mulP(angVelocity,&w);
const F32* f = invObjectInertia;
return 0.5f * ((mass * mDot(linVelocity,linVelocity)) +
w.x * w.x / f[0] +
w.y * w.y / f[5] +
w.z * w.z / f[10]);
}
void Rigid::getOriginVector(const Point3F &p,Point3F* r)
{
*r = p - worldCenterOfMass;
}
void Rigid::setCenterOfMass(const Point3F &newCenter)
{
// Sets the center of mass relative to the origin.
centerOfMass = newCenter;
// Update world center of mass
angPosition.mulP(centerOfMass,&worldCenterOfMass);
worldCenterOfMass += linPosition;
}
void Rigid::translateCenterOfMass(const Point3F &oldPos,const Point3F &newPos)
{
// I + mass * (crossmatrix(centerOfMass)^2 - crossmatrix(newCenter)^2)
MatrixF oldx,newx;
oldx.setCrossProduct(oldPos);
newx.setCrossProduct(newPos);
for (int row = 0; row < 3; row++)
for (int col = 0; col < 3; col++) {
F32 n = newx(row,col), o = oldx(row,col);
objectInertia(row,col) += mass * ((o * o) - (n * n));
}
// Make sure the matrix is symetrical
objectInertia(1,0) = objectInertia(0,1);
objectInertia(2,0) = objectInertia(0,2);
objectInertia(2,1) = objectInertia(1,2);
}
void Rigid::getVelocity(const Point3F& r, Point3F* v)
{
mCross(angVelocity, r, v);
*v += linVelocity;
}
void Rigid::getTransform(MatrixF* mat)
{
angPosition.setMatrix(mat);
mat->setColumn(3,linPosition);
}
void Rigid::setTransform(const MatrixF& mat)
{
angPosition.set(mat);
mat.getColumn(3,&linPosition);
// Update center of mass
angPosition.mulP(centerOfMass,&worldCenterOfMass);
worldCenterOfMass += linPosition;
}
//----------------------------------------------------------------------------
/** Set the rigid body moment of inertia
The moment is calculated as a box with the given dimensions.
*/
void Rigid::setObjectInertia(const Point3F& r)
{
// Rotational moment of inertia of a box
F32 ot = mass / 12.0f;
F32 a = r.x * r.x;
F32 b = r.y * r.y;
F32 c = r.z * r.z;
objectInertia.identity();
F32* f = objectInertia;
f[0] = ot * (b + c);
f[5] = ot * (c + a);
f[10] = ot * (a + b);
invertObjectInertia();
updateInertialTensor();
}
//----------------------------------------------------------------------------
/** Set the rigid body moment of inertia
The moment is calculated as a unit sphere.
*/
void Rigid::setObjectInertia()
{
objectInertia.identity();
F32 radius = 1.0f;
F32* f = objectInertia;
f[0] = f[5] = f[10] = (0.4f * mass * radius * radius);
invertObjectInertia();
updateInertialTensor();
}
void Rigid::invertObjectInertia()
{
invObjectInertia = objectInertia;
invObjectInertia.fullInverse();
}
//----------------------------------------------------------------------------
bool Rigid::checkRestCondition()
{
// F32 k = getKineticEnergy(mWorldToObj);
// F32 G = -force.z * oneOverMass * 0.032;
// F32 Kg = 0.5 * mRigid.mass * G * G;
// if (k < Kg * restTol)
// mRigid.setAtRest();
return atRest;
}
void Rigid::setAtRest()
{
atRest = true;
linVelocity.set(0.0f,0.0f,0.0f);
linMomentum.set(0.0f,0.0f,0.0f);
angVelocity.set(0.0f,0.0f,0.0f);
angMomentum.set(0.0f,0.0f,0.0f);
}